The King of Fighters '98: Ultimate Match/Ralf Jones: Difference between revisions
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=Introduction= | =Introduction= | ||
= | Ralf ''is'' a pretty cool guy. He fights people on the ground and in the air, and to my knowledge, isn’t afraid of anything (’cept snakes. dear God WHY does it always have to be snakes?). | ||
==Normal | |||
==Special | His normal moves have been nerfed, but he’s probably still The King of Normals in this game. Also, the charge time required for Gatling Attack and Ralf Kick has been increased from OG, making him harder to use. | ||
==Super | |||
=Move list= | |||
==At a glance== | |||
{| class="wikitable" | |||
|- | |||
! colspan="2" | Normal throws | |||
|- | |||
| Dynamite Headbutt | |||
| (throw) '''f/b + C''' | |||
|- | |||
| Northern Light Bomb | |||
| (throw) '''f/b + D''' | |||
|- | |||
! colspan="2" | Special moves | |||
|- | |||
| Gatling Attack | |||
| '''b (charge) f + P''' | |||
|- | |||
| Ralf Kick | |||
| '''b (charge) f + K''' | |||
|- | |||
| Kyūkōka Bakudan Punch (ground) | |||
| '''d (charge) u + P''' | |||
|- | |||
| Kyūkōka Bakudan Punch (midair) | |||
| (air) '''qcf + P''' | |||
|- | |||
| Vulcan Punch | |||
| '''P repeatedly''', ('''f/b'''), ('''ABCD''') | |||
|- | |||
| Super Argentine Backbreaker | |||
| (throw) '''hcf + K''' | |||
|- | |||
! colspan="2" | Super special moves | |||
|- | |||
| Bari-Bari Vulcan Punch | |||
| '''qcf hcb + P''' | |||
|- | |||
| Uma Nori Vulcan Punch | |||
| '''qcb hcf + K''' | |||
|- | |||
| Galactica Phantom | |||
| '''qcf qcf + P''' | |||
|} | |||
==Normal moves== | |||
* cr.C – powerful zoning move. Its hitbox has been slightly nerfed from OG, and the recovery has been slowed a bit, too. | |||
* st.CD – has long reach, so it works great in blockstrings. | |||
* st.C – sports outstanding performance for jump checking. Somewhat slower than in OG, which leaves you a little more open. | |||
* st.D – another jump checker; the recovery has also been slowed. | |||
* cl.C – the hitbox has been spread downward, so it can now touch crouching opponents. | |||
* j.A and j.B – extremely powerful in air-to-air; very hard to defeat in that regard. | |||
* j.C and j.CD – can be used for both air-to-air and jumping in; the hitboxes are good, and they are cancellable. | |||
* j.D – functions as an overhead when used in a hop; extremely powerful for jumping in. | |||
* vertical jump j.A and j.C – they’ve been nerfed from OG, and yet they are still quite reliable for psychic air-to-air. | |||
==Special moves== | |||
* Vulcan Punch | |||
:* '''P repeatedly''', '''f/b''' to adjust position, '''ABCD''' to halt | |||
:* The hitbox faces forward, and is extremely powerful. | |||
:* You can now move the stick both back and forth to slide a little bit. | |||
:* You can elongate the duration of the move by continuing to mash P. | |||
:* You can now press ABCD to stop at any time, leaving you less open. | |||
---- | |||
* Gatling Attack | |||
:* '''b (charge) f + P''' | |||
:* Quick startup, combos from weak moves. Can be used on its own as a counterattack, but the third and fourth hits may possibly not make any contact if you do this. Highly counterable if blocked; you have to use this carefully. | |||
:* The ''weak'' version does more damage, but the third and fourth hits are not a safe bet, and as such its ease-of-use is bad. | |||
:* Has foot-level invincibility during startup. | |||
:* Other than the first hit of the weak version, all hits now safely touch crouching opponents. | |||
---- | |||
* Kyūkōka Bakudan Punch (ground) | |||
:* '''d (charge) u + P''' | |||
:* The rising part for the ground version functions as a headbutt, so you can use this as an anti-air. The strong version does three hits, and the weak version does one. The strong version rises higher, and thus descends further (both horizontally and vertically). | |||
* Kyūkōka Bakudan Punch (midair) | |||
:* '''qcf + P''' in midair | |||
:* Just like the descending portion of the ground version; no headbutt. It does good damage considering it’s a midair move. It is an overhead. The big problem with this one is that if you’re blocked, you will most certainly be countered. | |||
:* Both versions now do OTG. | |||
---- | |||
* Super Argentine Backbreaker | |||
:* '''hcf + K''' at throwing distance. | |||
:* 1-frame throw with a wide grabbing range. Since the shock is pretty strong, the savvy opponent will avoid this with ease, so you have to use it in moderation (barring good combos and setups, of course). | |||
---- | |||
* Ralf Kick | |||
:* '''b (charge) f + K''' | |||
:* A rushing move. It doesn’t leave you open if the very tip hits. Depending on the situation, you can juggle off it. The weak version does guard crush, and doesn’t leave you very open at all, relatively speaking. It does a lot of damage and the hitbox is also good, so it’s extremely easy to use. | |||
:* Incidentally, this is one of the few moves that can do criticals. | |||
==Super special moves== | |||
* Bari-Bari Vulcan Punch | |||
:* '''qcf hcb + P''' | |||
:* Has full-body startup invincibility, and long-ish invincibility to low hits, but barring a fluke (i.e. an ideal hit/block), you will probably be countered for using this, though it’s still not an outright compliment.... | |||
---- | |||
* Uma Nori Vulcan Punch | |||
:* '''qcb hcf + K''' | |||
:* A locking-only blockable Ranbu super. Like the name implies (in Japanese...), Ralf mounts the opponent and punches them. A lot. It combos off from small moves, and can be used to juggle from Ralf Kick (you have to catch them in the air; not that easy, but it can be practiced). The hitbox is good, and it has invincibility frames, so it can be used for stuffing. | |||
---- | |||
* Galactica Phantom | |||
:* '''qcf qcf + P''' | |||
:* A really really hard unblockable punch with extremely slow startup. | |||
:* The damage has been raised from OG so that the normal version does about 60% damage and the MAX version does about 90%. If it does a counter-hit, the normal version does 70% damage and the MAX version causes instant K.O. (except against bosses). | |||
:* For the MAX version only, during the gap from the activation to the end, Ralf shrugs off all moves except throwing moves (keeping the damage as-is). | |||
:* There aren’t many good or easy places to use this at all, though setups (probably?) exist. | |||
=Combos= | |||
==Basic== | |||
* j.D > cr.C or cr.A >> Super Argentine Backbreaker (or Uma Nori Vulcan Punch > Kyūkōka Bakudan Punch) | |||
:* Basic combo. Simple, easy to use, does a lot of damage. Due to the timing, Gatling Attack no longer fits in this combo. | |||
* Ralf Kick > juggler | |||
:* Possibility depends on the situation. Basically only works when the opponent is cornered and the very tip hits. The strong jugglers are strong Gatling Attack and Uma Nori Vulcan Punch (and in the corner only, the ground version of strong Kyūkōka Bakudan Punch), but if you’re not sure, cr.C will work, too. | |||
* cr.B > Super Argentine Backbreaker | |||
:* In UM, this has become a combo. A good meaty pattern. | |||
=The Basics= | =The Basics= | ||
=Advanced Strategy= | =Advanced Strategy= | ||
=Match-Ups= | =Match-Ups= | ||
{{Template:The King of Fighters '98: Ultimate Match}} | {{Template:The King of Fighters '98: Ultimate Match}} |
Revision as of 23:50, 9 August 2008
Introduction
Ralf is a pretty cool guy. He fights people on the ground and in the air, and to my knowledge, isn’t afraid of anything (’cept snakes. dear God WHY does it always have to be snakes?).
His normal moves have been nerfed, but he’s probably still The King of Normals in this game. Also, the charge time required for Gatling Attack and Ralf Kick has been increased from OG, making him harder to use.
Move list
At a glance
Normal throws | |
---|---|
Dynamite Headbutt | (throw) f/b + C |
Northern Light Bomb | (throw) f/b + D |
Special moves | |
Gatling Attack | b (charge) f + P |
Ralf Kick | b (charge) f + K |
Kyūkōka Bakudan Punch (ground) | d (charge) u + P |
Kyūkōka Bakudan Punch (midair) | (air) qcf + P |
Vulcan Punch | P repeatedly, (f/b), (ABCD) |
Super Argentine Backbreaker | (throw) hcf + K |
Super special moves | |
Bari-Bari Vulcan Punch | qcf hcb + P |
Uma Nori Vulcan Punch | qcb hcf + K |
Galactica Phantom | qcf qcf + P |
Normal moves
- cr.C – powerful zoning move. Its hitbox has been slightly nerfed from OG, and the recovery has been slowed a bit, too.
- st.CD – has long reach, so it works great in blockstrings.
- st.C – sports outstanding performance for jump checking. Somewhat slower than in OG, which leaves you a little more open.
- st.D – another jump checker; the recovery has also been slowed.
- cl.C – the hitbox has been spread downward, so it can now touch crouching opponents.
- j.A and j.B – extremely powerful in air-to-air; very hard to defeat in that regard.
- j.C and j.CD – can be used for both air-to-air and jumping in; the hitboxes are good, and they are cancellable.
- j.D – functions as an overhead when used in a hop; extremely powerful for jumping in.
- vertical jump j.A and j.C – they’ve been nerfed from OG, and yet they are still quite reliable for psychic air-to-air.
Special moves
- Vulcan Punch
- P repeatedly, f/b to adjust position, ABCD to halt
- The hitbox faces forward, and is extremely powerful.
- You can now move the stick both back and forth to slide a little bit.
- You can elongate the duration of the move by continuing to mash P.
- You can now press ABCD to stop at any time, leaving you less open.
- Gatling Attack
- b (charge) f + P
- Quick startup, combos from weak moves. Can be used on its own as a counterattack, but the third and fourth hits may possibly not make any contact if you do this. Highly counterable if blocked; you have to use this carefully.
- The weak version does more damage, but the third and fourth hits are not a safe bet, and as such its ease-of-use is bad.
- Has foot-level invincibility during startup.
- Other than the first hit of the weak version, all hits now safely touch crouching opponents.
- Kyūkōka Bakudan Punch (ground)
- d (charge) u + P
- The rising part for the ground version functions as a headbutt, so you can use this as an anti-air. The strong version does three hits, and the weak version does one. The strong version rises higher, and thus descends further (both horizontally and vertically).
- Kyūkōka Bakudan Punch (midair)
- qcf + P in midair
- Just like the descending portion of the ground version; no headbutt. It does good damage considering it’s a midair move. It is an overhead. The big problem with this one is that if you’re blocked, you will most certainly be countered.
- Both versions now do OTG.
- Super Argentine Backbreaker
- hcf + K at throwing distance.
- 1-frame throw with a wide grabbing range. Since the shock is pretty strong, the savvy opponent will avoid this with ease, so you have to use it in moderation (barring good combos and setups, of course).
- Ralf Kick
- b (charge) f + K
- A rushing move. It doesn’t leave you open if the very tip hits. Depending on the situation, you can juggle off it. The weak version does guard crush, and doesn’t leave you very open at all, relatively speaking. It does a lot of damage and the hitbox is also good, so it’s extremely easy to use.
- Incidentally, this is one of the few moves that can do criticals.
Super special moves
- Bari-Bari Vulcan Punch
- qcf hcb + P
- Has full-body startup invincibility, and long-ish invincibility to low hits, but barring a fluke (i.e. an ideal hit/block), you will probably be countered for using this, though it’s still not an outright compliment....
- Uma Nori Vulcan Punch
- qcb hcf + K
- A locking-only blockable Ranbu super. Like the name implies (in Japanese...), Ralf mounts the opponent and punches them. A lot. It combos off from small moves, and can be used to juggle from Ralf Kick (you have to catch them in the air; not that easy, but it can be practiced). The hitbox is good, and it has invincibility frames, so it can be used for stuffing.
- Galactica Phantom
- qcf qcf + P
- A really really hard unblockable punch with extremely slow startup.
- The damage has been raised from OG so that the normal version does about 60% damage and the MAX version does about 90%. If it does a counter-hit, the normal version does 70% damage and the MAX version causes instant K.O. (except against bosses).
- For the MAX version only, during the gap from the activation to the end, Ralf shrugs off all moves except throwing moves (keeping the damage as-is).
- There aren’t many good or easy places to use this at all, though setups (probably?) exist.
Combos
Basic
- j.D > cr.C or cr.A >> Super Argentine Backbreaker (or Uma Nori Vulcan Punch > Kyūkōka Bakudan Punch)
- Basic combo. Simple, easy to use, does a lot of damage. Due to the timing, Gatling Attack no longer fits in this combo.
- Ralf Kick > juggler
- Possibility depends on the situation. Basically only works when the opponent is cornered and the very tip hits. The strong jugglers are strong Gatling Attack and Uma Nori Vulcan Punch (and in the corner only, the ground version of strong Kyūkōka Bakudan Punch), but if you’re not sure, cr.C will work, too.
- cr.B > Super Argentine Backbreaker
- In UM, this has become a combo. A good meaty pattern.